Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Personally, I don't collect any more than needed. And despite the hoarding mentality that survival games encourage, I'm slowly scaling even that back. But assuming that's not your style, it depends on the part of the game you are in. Early on, it's hard to beat porridge or stew with berries. Later pies. Whatever you won't be able to eat before they rot, jam. I've never yet ended up dipping into the jam before I go on to a new game, so why did I bother? When the pies from the last harvest of fall are either eaten or going to rot, the crocks of stews and porridges are still going strong, and usually I don't even dip into the sealed crocks of same before the first harvest of berries come spring. But, yeah, play around with it. I'm not going to advise avoiding min-max, but you will probably soon find you don't need to. Even with the absolute hardest settings, satiation is a non-issue. [EDIT] Juice is kind of an emergency thing for me. If I've found sulfur, I'll go to RA with honey-sulfur poultices. But I tend to make some juice/wine just in case I don't find sulfur so I can make alcohol bandages. Not that I tend to need massive healing anyway, but as a permadeath player, I like to leave a lot of "just in case" options.
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If Hypnotique aka Hypi (?) is still creating content, that would be a great start. No Homo Sapiens mode (to the best of my knowledge) but very much the rest. Ashantin3 is worth a watch, though she dabbles a bit more with the "fantasy elements" and has more utilitarian builds. Again, no idea whether she's still creating content. PapaCheddar is great all around, but worth watching just for his sense of humor. But I don't think he's still playing. GGBeyond has a standard gameplay, which is not a bad thing by any means, and a tad spartan and utilitarian in build, but is extremely solid in terms of game mastery. If you want to improve your mad skilz, I know of nothing better. Vormithrax is very similar. Or was, anyway. I haven't kept up on the 'tubes. But even if they are no longer putting things out, their older stuff is still great.
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Lead Armor (kinda asking due to Lead Scales and Chainmail existing)
Thorfinn replied to lml55's topic in Suggestions
I get that the properties of lead make it a bad material for armor. Unless possibly there's some intended use for uranium... -
It takes raw meat. I think you have to use the 2:1 ratio. I don't think it's like leather where the overage is left behind. One raw meat (red, bush or poultry -- I don't think you can salt fish, but I'm not sure I've ever tried, either) requires exactly 2 salt.
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Lead Armor (kinda asking due to Lead Scales and Chainmail existing)
Thorfinn replied to lml55's topic in Suggestions
Don't know, but that sounds ominous. Is that something new? I thought the only thing lead ingots were for was plate and likely nails and strips. It's been a couple versions since I used lead for anything other than solder, because I don't like the looks of leaded glass. Welcome to the forums! -
Graphics nitpick: Indoor crops & water should not sway
Thorfinn replied to ArcticWarfare's topic in Suggestions
Welcome to the forums, @ArcticWarfare! I've noticed similar, but "never paid it no nevermind". -
I've made some of them, but I was so underwhelmed. It was not remotely worth the effort. In some cases, like the Rift Ward, I think it's called, I couldn't think of an instance where I would ever want such a thing.
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Nickel, I'm looking at you! Such a hassle getting enough of the ore, then finding out I needed a coke oven, then finding out how slow a process that is, then... nothing. Should have spent more time on the handbook. Once I found that it was possible to make ingots, I just assumed there was something you could do with them.
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Those are a mixed bag. You get recon of a pretty good sized area, sometimes a huge area, for free. You might see a great location for a base in the first few seconds of the game. Then the parkour aspect, which may not be your thing. It's going to be a real pain to get back to your spawn point, assuming you had a reason to want to. And from time to time, the "only" way down is to the feet of a brown bear. Personally, I love that kind of start. I have nothing more invested in it at that point than clicking on "Create New World" and waiting a minute. I know right away whether the at least 400 block radius semi-circle has the kind of terrain I might find fun, and where things like bees, crops and maybe other resources might lie. Much better than a spawn surrounded by trees that you can't see more than a few blocks ahead. And worst case, jump, rage quit and create new game is pretty quick.
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Hold Shift down when you click on the output slot. Think you need an open inventory slot. (Or backpack slot, if, for instance, you are crafting hand baskets from reeds.) [EDIT] Oh, and welcome to the forums! Great to see so many new faces! [/EDIT]
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When the process loses focus, time stops but the processing continues? (Must or you wouldn't call it "abusing it" would you?) Hunger? Wolves? Someone was talking a while back about the despawn timer continuing to run when alt-tabbed out. Or are you talking about you just no longer have to hold the mouse button down? That VS basically latches that input?
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I'm curious too. I've never played around with anything on the paperdoll. Thinking about it, everything I've ever done has been a placeable block. Not even sure what I'd look for. You probably know the names of some of the clothes, right? Have you done a "find in files" search for them to see how Tyron did it? (BTW, Notepad++ has a "Find in Files" that works awesomely. It will find all such instances, and you can just click on each to open the file and skip straight to that, then browse/edit the file. If you include some snippet plugin, you can extract that codeblock, save it as a snippet, and with one click insert it into your mod.)
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There is a mod that shortens that time. I forget what it's called, but, yeah, cranked all the way it made it impossible to get rid of anything the game did not consider a missile. [EDIT] From what I understand the delay is supposed to account for expected multiplayer lag.
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I'm indifferent to the suggestion itself. Sure, why not? I'm somewhat curious, or maybe even a little concerned that one might be infuriated by that limitation. In a game. A game which lets you move your spawn point. To the exact equator, or, probably within 1/2 block of the "true" equator. Though the world itself is not a sphere, anyway. It's a cylinder. Or maybe just a plane. I've never gone all the way east. I have no idea if it wraps around or not. Do you mind if I ask why it makes a difference? "Exactly at the equator" instead of "in the equatorial zone"?
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would it be possible to make a working sundial?
Thorfinn replied to Modern Anubis's topic in Questions
If beams cast shadows and work as I think they do (never used them, TBH), you probably could do it. The angle of the gnomen depends on your lattitude. Just piling up voxels is too crude. You need some way you can set the endpoint to due north (in northern hemisphere) at the same angle as your latitude, then put the gnomen between those points. -
Unable to place items into trading inventory.
Thorfinn replied to Raoul Reisdorff's topic in Questions
Seen similar. I don't know for sure, but I think it's the way the range works. It is 0.75-1.25, with a stack size of 1. As I understand it, that means he has a 75% chance of buying one stack of one, and if he wants one, there is a 25% chance he wants a second stack of one. It just doesn't clear the item if it fails the first 75% check. Happens reasonably often with things like clothes and art and gems, which all share that same range. Often enough that I don't bother trading that kind of stuff anymore. Who am I kidding? Apart from buying cheese and seeking out a treasure hunter, I don't engage the traders at all anymore. [EDIT] I suppose it would be easy enough to create a mod to change those numbers to 1.00-1.25 and then seek out traders and see if that fixes the problem. Thing is, it's even easier to just sit here and not do it. -
Go to the banner at the top of the page. Buy --> Manage Purchases. Cheers!
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Looks like it's different than when I last bought. Looks like you should have received the key within a couple minutes. There may well have been a snag. I believe they are UTC+2 Portugal is +0? +1? Might have to wait for morning your time for a live answer. Did you fill out the support ticket? Google Translate: Parece que está diferente de quando o comprei pela última vez. Parece que receberá a chave em poucos minutos. Pode muito bem ter havido um obstáculo. Creio que são UTC+2 Portugal é +0? +1? Talvez seja necessário esperar pela manhã para obter uma resposta em direto. Preencheu o ticket de suporte?
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Would it be better had we left it at, "Toughen up, Snowflake. Learn to deal with it."
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Separate World Music and Music Box [Resonator] Audio.
Thorfinn replied to Kolljak's topic in Suggestions
From how sounds are layered, I would doubt it. Can you just enable game music for the short time you want to hear what's on the resonator? [EDIT] On reflection, you might be able to do it if you use an audio interface in addition to a sound card. I've done similar with several different audio tools, sending some outputs to Windows Audio, others to USB. It would depend on when and how the music channel is mixed into the effects channel. But I can't think that it would be worth the effort to do. [EDIT2] Welcome, BTW! [EDIT3] Just realized I could check that pretty easily. No, sorry, it appears the mixing is done within VS. There is only one stereo channel going into Windows Volume Mixer from VS. At least on Win11. -
Which mod is causing it? I'd suggest adding a comment on the ModDB page or its issue tracker as appropriate. Going to be a whole lot faster to get it fixed. At a guess, it might be related to the change in atlas size between versions, and that mod is based on the old value. If I understood it properly, some of those issues can be resolved on your end, others must be resolved on the modder's end. That the updater itself couldn't fix it tells me it's likely one of the latter. Absolute quickest way would be to just play without that mod until it gets fixed. Sorry I don't have a better answer. Welcome to the forums.
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By far the easiest method is to go to that site, open up whatever mods you want, and click on "1-click install". BTW, the mod page is linked to in the banner at the top of this very page. So is the Wiki. which might be helpful. [EDIT] Oh, and just noticed. Welcome to the forums!
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I tried the mod, and it made things way too easy. There was always some cave close at hand to get lime without risk. It probably just needs to be fine-tuned, so that it is about as attractive a source as grinding mp shells or searching out loot containers or traders. Offhand, maybe a 2% drop rate? That is a whole lot faster than the traders or containers, but on the other hand, you are going through pick durability. Not a whole lot at 2%, since you need so little lime to make limewater, but it would be more balanced than the 100% it is now. Ooh, or maybe somewhere around 1% of speleothems are lime-based? You are guaranteed to get lime for every pick durability point, but have to explore more of the cave to get it?
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Personally, I just go with running because drops from wolves are pretty much useless. Sure, fat maybe, but why not take on a much less dangerous pig and get decent meat, too? If you are having problems seeing them, I can't help you much. Just know that with time you get better at spotting them And once you learn to spot them, spears outrange their aggro distance, so you can kill them off in complete safety. I wondered about fire, but torches in the off-hand are available way too early it were at all effective. I understand that with a shield, improvised armor and club they are easy. But I don't know that for a fact. Like I said, I always go with running. It burns through the food faster, so I can boost my HP quicker. And, yes, welcome to the forums!
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Right. I just don't think that's what is on the roadmap. What else would he mean by